precision mediump float;

uniform samplerCube u_samplerCube;

varying vec3 v_normalW;
varying vec2 v_uv;
varying vec3 v_toEye;

void main()
{
    vec3 V = reflect(v_toEye, v_normalW);
    gl_FragColor = textureCube(u_samplerCube, V);
}
